• Title/Summary/Keyword: Realistic Experience

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Qualitative Study on Burnout Experience of Mental Health Social Workers in Psychiatric Hospitals (정신병원에 종사하는 정신건강사회복지사의 소진 경험에 대한 질적 연구)

  • Eom, Kwang-Jin;Kim, Jung-Yoo;Maeng, Hae-Young
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.289-296
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    • 2020
  • This study uses the qualitative research method to describe the burnout experience in Mental Health Social Workers (MHSW) working in psychiatric hospitals. Data was collected and analyzed to identify the main themes from two in-depth interviews with four MHSWs who have been working in psychiatric hospitals for more than 5 years located in Seoul and Gyeonggi Province area. The results of the study show that burnout manifests as; 'not being recognized as professionals,' 'being skeptical of the role of social workers,' 'distancing oneself from patients and their family members,' and 'feeling realistic problems and limitations.' The results of this research are expected to be used as basic data to both understand and prevent the burnout experience of mental health social workers.

Development Plans by Life-Cycle of Rural Experience Tourism Village using Positioning Analysis - Focused on Hapjeon-village - (상한위치분석을 통한 농촌체험관광마을의 생애주기별 발전방안 -합전마을을 중심으로-)

  • Choi, Aesoon;Jung, Nam Su;Jeong, Dayeong;Song, Yi;Eom, Seong Jun;Choi, Se Hyun;Rhee, Shinho
    • Journal of Korean Society of Rural Planning
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    • v.20 no.2
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    • pp.11-22
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    • 2014
  • In this study, the objectives are to provide rural experience tourism village business courses and development direction in between individual farmers and the village in base on rural development business of Hapjeon-village. The developmental process of a farm-stay village can be categorized into the period of six stages: 1) a conception stage 2) an adoption stage 3) a growth stage 4) an expansion stage 5) a stagnation stage 6) a recovery stage. Farm Stay Villages, Individual Farmhouses or Producer Groups can be placed in four different quadrant areas of a graph, depending on the pursuing direction and results of core values by having the X-axis for economic factors (public profits, individual profits) and by having the Y-axis for emotional factors (self-actualization, conflicts). The first quadrant area is designated for ideal individual farmhouses and producer groups for having achieved the status of economic self-reliant and high emotional satisfaction. The second quadrant is for ideal self-actualized communal villages having achieved the independent public interest and public profitable status. The third quadrant is reserved for villages experiencing communal conflicts and no economic self-reliant stagnant status. The fourth guardant area is allocated for individual farmhouses and producer groups having achieved self-reliant economic status, yet having communal conflicts. Using the aforementioned concept, the government shall design village development projects and prepare realistic and achievable goals and place them in as a systematic device in future projects.

A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.15-20
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    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.

A Study for the Effective Industry Field Training Management (효율적인 산업체 현장실습 운영에 대한 연구)

  • Lee, Moon-Goo
    • 전자공학회논문지 IE
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    • v.48 no.3
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    • pp.33-39
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    • 2011
  • Field training system is an establishment for improving practical ability of college students. That system is a learning experience that are relative to university's regular educational curriculum and industry field training. In order to practice an effective field training system, lots of helps from company, college, students and government's interest are needed. But, in most industry fields, it is hard to accept field training manpower in condition of that has no extra guaranteed budget or staff for field training. Because of it, the biggest matter of college the industry field training is to maintain industry fields. Although students want to be paid properly in industry fields where are furnished the advance facilities and equipments and participated in practices, it is extremely hard situation to achieve it in reality. In this way, the management of industry field training has realistic difficult problems, but it is a necessary system. Therefore, in this paper, methodology and model for industry field training management process are suggested in order to administer effective industry field training. If the industry field training are managed by those system mentioned above, students will have chance to exert their creativeness and speediness through field experience, and industry fields where students can get various dimensions of education are expected to manage.

Assessing educational needs in the development of a simulation-based convergence training program on mental health nursing (시뮬레이션 융합 프로그램 개발을 위한 정신건강간호 교육요구도 조사)

  • Kim, Sun-Kyung
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.425-432
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    • 2020
  • This study was to identify the educational needs for mental health nursing among undergraduate nursing students, prioritizing the areas where require extensive convergence learning via simulation. One hundred and forty students completed the survey where data accrued from between March-May 2020. The educational needs for mental health nursing and nursing care schizophrenia patients were assessed using a self-reporting questionnaire, which included 19 and 15 items, respectively. Additional three essay questions were used to obtain information regarding previous simulation education experience. Higher educational needs in nursing care for schizophrenia were identified and the highest-priority need is communication skills. Factors, including realistic experience with standardized patients, teamwork, and feedback from the lecturers, affect positive experiences in mental health nursing simulation. The findings suggest that educational programs to improve communication skills are necessary for better mental health nursing competency. Well-designed and convergence based simulation programs providing real-like clinical experience would ensure optimal learning outcomes.

An Analysis of the Effect of Career Education Programs for the Future Society Using Virtual Reality(VR) (가상현실(VR) 활용 미래사회 진로교육 프로그램의 효과 분석)

  • Kim, Daekwon;Lee, Dongkuk
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.835-845
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    • 2021
  • Virtual Reality (VR) has high potential to provide learners with rich learning experience based on a sense of presence and various interactions. The purpose of this study is to investigate the effect of career education programs for the future society using VR. To this end, 29 third grade students were given an eight-session education program, and changes in their perception of career and their overall opinion on the program were examined. The results are as follows: First, the VR-based career experience program for the future society had a positive effect on changes in the students' self-understanding and their attitude and perception of career. Second, the study subjects showed high interest in and satisfaction with the VR-based career education program. The results of this study suggested the need for the extensive use of VR in career education, the development of content considering achievement criteria and learners' characteristics, and the establishment of VR learning environments.

Exploration of the Revised Nuri Curriculum Education Experience and Perceptions of Childcare Center Teachers (어린이집 교사의 개정 누리과정 교육 경험과 인식에 관한 탐색)

  • Kim, Hyeon-Yeong;Lee, Myung-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.519-534
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    • 2022
  • This study attempted to prepare a realistic support policy for the early childhood education field by specifically grasping the reality and perception of the 2019 revised Nuri curriculum play-based Education experience of the childcare center teacher. To this end, individual in-depth interviews were conducted with childcare center teachers in Seoul and Gyeonggi-do, who had the current Nuri curriculum education experience. For the collected data, implications were derived using Hatch's(2002) pattern analysis and interpretative analysis, and Seidman's(2006) interview data analysis. As a result of this study, first, kindergarten and childcare center teacher apply the same integrated revised Nuri curriculum, but childcare center aims for education that considers childcare perspectives and safety more. Second, childcare center teachers had difficulties in educational matching in the process of linking self-directed open play activities in which infants were the main subjects. Third, childcare center teachers' educational understanding of play activities and ability to grasp values contribute to infant interaction and bond growth. In conclusion, there is an urgent need for a national policy plan for teacher education, exchange support, and infant ratio adjustment for effective education implementation of the current Nuri curriculum.

A Case Study on the 'Theory of Home Economics Education' Using Online ProblemBased Learning (온라인 문제중심학습을 활용한 '가정교육론' 수업 사례 연구)

  • Choi, Seong-Youn
    • Human Ecology Research
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    • v.60 no.2
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    • pp.187-209
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    • 2022
  • The objective of this study was to conduct a 'Theory of Home Economics Education' class using online problem-based learning(PBL) for prospective home economics(HE) teachers. The aim was to enable teachers to analyze the learning experience in the classroom, and to prepare operational strategies for online PBL on this basis. In order to achieve this, online PBL was applied to 31 students participating in the 'Theory of Home Economics Education' at the Department of HE in a university in Seoul, and the results were collected from the learning process. This also involved a reflective journal, a survey on the learning experience and the impacts was conducted. Moreover, analysis was undertaken on the learning activities, learning difficulties, and improvements. The main research results are as follows. Firstly, students accessed Webex, an online video conferencing program, and performed two PBL tasks: 'Making Home Economics Promotion Materials' and 'Presenting Teaching Strategies to Improve Learner's Immersion in Online Classes'. Secondly, learners established their own identity of HE learned about the HE class plans themselves. They also encountered realistic experience as HE teachers and learned communication and collaboration skills. Furthermore, they acquired creative problem-solving and self-directed learning ability, community consciousness, as well as the attitude of consideration and respect. Thirdly, students lacked knowledge of learning content and encountered difficulty in solving data research, analysis processes, and unstructured problems. They were affected by a lack of time and encountered problem in communicating with other team members in an online environment. As an improvement in online class operation, it was considrered necessary to reduce the learning burden by securing time and reducing the number of assignments, as well as to explain active interaction with instructors and PBL.

Methods of Design Optimality Evaluation for Caisson Structural Systems (케이슨 구조계의 설계 최적성 평가)

  • Choi Min-Hee;Ryu Yeon-Sun;Cho Hyun-Man;Na Won-Bae
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2005.04a
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    • pp.89-96
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    • 2005
  • Numerical procedure of design optimality evaluation is studied for caisson structural systems. Two kinds of evaluation methods can be considered; mathematical optimality criteria method (MOCM) and numerical optimization method (NOM). The choice of the method depends on the available information of the system MOCM can be used only when the information of all function values, gradients and Lagrange multipliers is available, which may not be realistic in practice. Therefore, in this study, NOMs are applied for the structural optimality evaluation, where only design variables are necessary. To this end, Metropolis genetic algorithm (MGA) is advantageously used and applied for a standard optimization model of caisson composite breakwater. In the numerical example, cost and constraint functions are assumed to be changed from the orignal design situation and their effects are evaluated for optimality. From the theoretical consideration and numerical experience, it is found that the proposed optimality evaluation procedure with MGA-based NOM is efficient and practically applicable.

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Trends in Immersive Giga Media Service Platform (몰입형 기가미디어 서비스 플랫폼 기술 개발 동향)

  • Choi, S.H.;Park, N.S.;Lee, H.K.;Ko, E.J.;Han, M.K.;Jang, J.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.1-9
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    • 2017
  • This study focuses on the ongoing immersive Giga Media service platform technology developed by the Electronics and Telecommunications Research Institute(ETRI) for various projects of the Giga KOREA Foundation[1] to achieve a smart ICT environment including wireless-based Giga service by 2020. This technology enables an immersive realistic Tele-Experience service that supports immersive real-world interaction as if sharing one's surroundings in a particular location through a high-speed network among remote users. It is expected to contribute greatly to the activation of smart ICT.